Cleaned up namespaces re: PR comments.

This commit is contained in:
bungoboingo 2022-10-18 15:18:37 -07:00
parent bb8d46a3fd
commit c4565759e4
13 changed files with 158 additions and 161 deletions

View file

@ -3,12 +3,10 @@ use crate::{settings, Transformation};
use core::fmt;
use std::fmt::Formatter;
use iced_graphics::layer::{Mesh, mesh, mesh::attribute_count_of};
use iced_graphics::layer::{Mesh, mesh};
use iced_graphics::Size;
use crate::buffers::StaticBuffer;
use crate::triangle::gradient::GradientPipeline;
use crate::triangle::solid::SolidPipeline;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
mod solid;
@ -22,22 +20,22 @@ pub(crate) struct Pipeline {
vertex_buffer: StaticBuffer<Vertex2D>,
index_buffer: StaticBuffer<u32>,
index_strides: Vec<u32>,
pipelines: TrianglePipelines,
pipelines: PipelineList,
}
/// Supported triangle pipelines for different fills.
pub(crate) struct TrianglePipelines {
solid: SolidPipeline,
gradient: GradientPipeline,
pub(crate) struct PipelineList {
solid: solid::Pipeline,
gradient: gradient::Pipeline,
}
impl fmt::Debug for TrianglePipelines {
impl fmt::Debug for PipelineList {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
f.debug_struct("TrianglePipelines").finish()
}
}
impl TrianglePipelines {
impl PipelineList {
/// Resets each pipeline's buffers.
fn clear(&mut self) {
self.solid.buffer.clear();
@ -78,9 +76,9 @@ impl Pipeline {
wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
),
index_strides: Vec::new(),
pipelines: TrianglePipelines {
solid: SolidPipeline::new(device, format, antialiasing),
gradient: GradientPipeline::new(device, format, antialiasing),
pipelines: PipelineList {
solid: solid::Pipeline::new(device, format, antialiasing),
gradient: gradient::Pipeline::new(device, format, antialiasing),
},
}
}
@ -98,7 +96,7 @@ impl Pipeline {
meshes: &[Mesh<'_>],
) {
//count the total amount of vertices & indices we need to handle
let (total_vertices, total_indices) = attribute_count_of(meshes);
let (total_vertices, total_indices) = mesh::attribute_count_of(meshes);
// Then we ensure the current attribute buffers are big enough, resizing if necessary.
@ -107,8 +105,8 @@ impl Pipeline {
//the majority of use cases. Therefore we will write GPU data every frame (for now).
let _ = self
.vertex_buffer
.recreate_if_needed(device, total_vertices);
let _ = self.index_buffer.recreate_if_needed(device, total_indices);
.resize(device, total_vertices);
let _ = self.index_buffer.resize(device, total_indices);
//prepare dynamic buffers & data store for writing
self.index_strides.clear();
@ -258,7 +256,7 @@ fn vertex_buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
}
}
fn default_fragment_target(
fn fragment_target(
texture_format: wgpu::TextureFormat,
) -> Option<wgpu::ColorTargetState> {
Some(wgpu::ColorTargetState {
@ -268,7 +266,7 @@ fn default_fragment_target(
})
}
fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
fn primitive_state() -> wgpu::PrimitiveState {
wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Cw,
@ -276,7 +274,7 @@ fn default_triangle_primitive_state() -> wgpu::PrimitiveState {
}
}
fn default_multisample_state(
fn multisample_state(
antialiasing: Option<settings::Antialiasing>,
) -> wgpu::MultisampleState {
wgpu::MultisampleState {